RedM Natives

STAT_ID_GET_BOOL

Hash0x11B5E6D2AE73F48F
Runtime nameStatIdGetBool
NamespaceSTATS
SideClient
NameOfficial
Docs
Since build1207

Signature

BOOL STAT_ID_GET_BOOL(Any* statId, BOOL* value);

Parameters

NameTypeDescription
statIdAny*—
valueBOOL*—

Returns BOOL

Description

statId: see STAT_ID_IS_VALID

Usage

Lua
local retval, statId, value = StatIdGetBool()

-- always works, by hash
local retval, statId, value = Citizen.InvokeNative(0x11B5E6D2AE73F48F, Citizen.PointerValueInt(), Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, statId, value] = StatIdGetBool();

// by hash
const [retval, statId, value] = Citizen.invokeNative('0x11B5E6D2AE73F48F', Citizen.pointerValueInt(), Citizen.pointerValueInt() /* BOOL* */, Citizen.returnResultAnyway());
C#
var statId = new OutputArgument();
var value = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x11B5E6D2AE73F48F, statId, value);
// statId.GetResult<int>()
// value.GetResult<bool>()
  • Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.

Sources

alloc8or RDR3 NativeDB

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